This installment of the Everyman Minis-series clocks in at 7 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 3 pages of content, so let’s take a look!

On the introductory page, we have a list of racial traits for centaurs. To recap: +2 Strength and Wisdom, -2 Charisma; centaurs are Large monstrous humanoids, have a base speed of 40 ft., darkvision 60 ft., a +2 racial bonus to Survival checks, undersized weapons and proficiency with longbows and composite longbows, bolas and nets.

The pdf includes 4 alternate racial traits: The Survival bonus may be exchanged for a banded, zebra-like coat, which doubles penalties to Perception due to distance in checks where the centaur attempts to hide. Cool. The weapon familiarity may be traded in for Endurance or Fleet. Both the skill boost and the weapon proficiencies may be traded in for being a stargazer, touched by the heavens, which translates to a +2 racial bonus to Knowledge (geography), and if the centaur is an oracle with Heavens or Nature as a mystery, the class level is treated as +1 for the purpose of bonus spells and the use of revelations. Similarly, destined or starsouled sorcerers applies an analogue increase to bloodline powers.

The pdf includes a new cavalier archetype, the tauric knight, who replaces mount with the ability to one-hand lances of the size of the centaur, as well as inflicting double damage when charging with a lance. This counts as Mounted Combat for prerequisite purposes. Expert trainer is replaced with +1/2 class level as a bonus to Acrobatics made to jump, and you always have a running start. Solid engine tweak.

The pdf also sports 5 new feats: Drunken Confidence lets you consume alcohol as a standard action that doesn’t provoke AoOs, granting you a +2 morale bonus to Will saves vs. charm, compulsion, and fear effects, and +2 to the DC to demoralize you. The verbiage here is slightly rough, but fully functional. This boost lasts for 3 + Con mod minutes, and Con mod also serves as the cap how often you can use it sans drawbacks; after that, it’s Fort-saves that become higher, nauseating you on a failed save. This resets after 8 hours. Improved Shot On The Run requires BAB +9 as well as Nimble Moves, Dodge, Mobility, etc., and allows you to use Shot On The Run at BAB-5 and target two targets to attack, though these need to be different targets. The Greater Shot On The Run feat allows for a third attack, with the second at -5, the third at -10. Same restrictions as for the Improved feat apply.

The pdf concludes with 4 spells, all of which are variants of the same concept: quadrupedal transformation I-IV start at spell level 3, with the classes that gain it being alchemist, bloodrager, magus, sorc/wiz. This spell nets you the lower part of a quadrupedal animal or vermin, increasing size to Large, which higher level versions allowing for progressively better options regarding supplemental abilities like grab, pounce, swim speed, etc. and spell number III unlocking magical beasts. Minor nitpick: I’m pretty positive that the bloodrager has been left off the list for the quadrupedal transformation III spell, since all other spells list the class.

And since this is tradition for tauric reviews by now: No, this does not address the ladder-conundrum, though I didn’t expect it to and won’t penalize the pdf for that.

Conclusion:

Editing and formatting are very good on a formal and rules language level. Layout adheres to Everyman gaming’s two-column full-color standard, and the artwork is nice. The pdf has no bookmarks, but doesn’t require any at this length.

Matt Morris provides a solid array of centaur options, with the feats being the most compelling component. All in all, this is a solid offering, though one that is somewhat bereft of particularly amazing aspects. My final verdict will clock in at 3.5 stars, rounded up.